VR模拟枪支打靶,消灭鬼怪,换弹以及上弦等等硬核枪支操作。 使用HTCVive设备,开启SteamVR进行游玩。
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283 lines
6.5 KiB

Shader "Hidden/SSAO" {
Properties {
_MainTex ("", 2D) = "" {}
_RandomTexture ("", 2D) = "" {}
_SSAO ("", 2D) = "" {}
}
Subshader {
ZTest Always Cull Off ZWrite Off
CGINCLUDE
// Common code used by several SSAO passes below
#include "UnityCG.cginc"
struct v2f_ao {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uvr : TEXCOORD1;
};
uniform float2 _NoiseScale;
float4 _CameraDepthNormalsTexture_ST;
v2f_ao vert_ao (appdata_img v)
{
v2f_ao o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _CameraDepthNormalsTexture);
o.uvr = v.texcoord.xy * _NoiseScale;
return o;
}
sampler2D _CameraDepthNormalsTexture;
sampler2D _RandomTexture;
float4 _Params; // x=radius, y=minz, z=attenuation power, w=SSAO power
// HLSL and GLSL do not support arbitrarily sized arrays as function parameters (eg. float bla[]), whereas Cg does.
#if !defined(UNITY_COMPILER_CG)
# define INPUT_SAMPLE_COUNT 8
# include "frag_ao.cginc"
# undef INPUT_SAMPLE_COUNT
# define INPUT_SAMPLE_COUNT 14
# include "frag_ao.cginc"
# undef INPUT_SAMPLE_COUNT
# define INPUT_SAMPLE_COUNT 26
# include "frag_ao.cginc"
# undef INPUT_SAMPLE_COUNT
# define INPUT_SAMPLE_COUNT 34
# include "frag_ao.cginc"
# undef INPUT_SAMPLE_COUNT
#else
# define INPUT_SAMPLE_COUNT
# include "frag_ao.cginc"
#endif
ENDCG
// ---- SSAO pass, 8 samples
Pass {
CGPROGRAM
#pragma vertex vert_ao
#pragma fragment frag
#pragma target 3.0
half4 frag (v2f_ao i) : SV_Target
{
#define SAMPLE_COUNT 8
const float3 RAND_SAMPLES[SAMPLE_COUNT] = {
float3(0.01305719,0.5872321,-0.119337),
float3(0.3230782,0.02207272,-0.4188725),
float3(-0.310725,-0.191367,0.05613686),
float3(-0.4796457,0.09398766,-0.5802653),
float3(0.1399992,-0.3357702,0.5596789),
float3(-0.2484578,0.2555322,0.3489439),
float3(0.1871898,-0.702764,-0.2317479),
float3(0.8849149,0.2842076,0.368524),
};
return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES);
}
ENDCG
}
// ---- SSAO pass, 14 samples
Pass {
CGPROGRAM
#pragma vertex vert_ao
#pragma fragment frag
#pragma target 3.0
half4 frag (v2f_ao i) : SV_Target
{
#define SAMPLE_COUNT 14
const float3 RAND_SAMPLES[SAMPLE_COUNT] = {
float3(0.4010039,0.8899381,-0.01751772),
float3(0.1617837,0.1338552,-0.3530486),
float3(-0.2305296,-0.1900085,0.5025396),
float3(-0.6256684,0.1241661,0.1163932),
float3(0.3820786,-0.3241398,0.4112825),
float3(-0.08829653,0.1649759,0.1395879),
float3(0.1891677,-0.1283755,-0.09873557),
float3(0.1986142,0.1767239,0.4380491),
float3(-0.3294966,0.02684341,-0.4021836),
float3(-0.01956503,-0.3108062,-0.410663),
float3(-0.3215499,0.6832048,-0.3433446),
float3(0.7026125,0.1648249,0.02250625),
float3(0.03704464,-0.939131,0.1358765),
float3(-0.6984446,-0.6003422,-0.04016943),
};
return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES);
}
ENDCG
}
// ---- SSAO pass, 26 samples
Pass {
CGPROGRAM
#pragma vertex vert_ao
#pragma fragment frag
#pragma target 3.0
half4 frag (v2f_ao i) : SV_Target
{
#define SAMPLE_COUNT 26
const float3 RAND_SAMPLES[SAMPLE_COUNT] = {
float3(0.2196607,0.9032637,0.2254677),
float3(0.05916681,0.2201506,-0.1430302),
float3(-0.4152246,0.1320857,0.7036734),
float3(-0.3790807,0.1454145,0.100605),
float3(0.3149606,-0.1294581,0.7044517),
float3(-0.1108412,0.2162839,0.1336278),
float3(0.658012,-0.4395972,-0.2919373),
float3(0.5377914,0.3112189,0.426864),
float3(-0.2752537,0.07625949,-0.1273409),
float3(-0.1915639,-0.4973421,-0.3129629),
float3(-0.2634767,0.5277923,-0.1107446),
float3(0.8242752,0.02434147,0.06049098),
float3(0.06262707,-0.2128643,-0.03671562),
float3(-0.1795662,-0.3543862,0.07924347),
float3(0.06039629,0.24629,0.4501176),
float3(-0.7786345,-0.3814852,-0.2391262),
float3(0.2792919,0.2487278,-0.05185341),
float3(0.1841383,0.1696993,-0.8936281),
float3(-0.3479781,0.4725766,-0.719685),
float3(-0.1365018,-0.2513416,0.470937),
float3(0.1280388,-0.563242,0.3419276),
float3(-0.4800232,-0.1899473,0.2398808),
float3(0.6389147,0.1191014,-0.5271206),
float3(0.1932822,-0.3692099,-0.6060588),
float3(-0.3465451,-0.1654651,-0.6746758),
float3(0.2448421,-0.1610962,0.1289366),
};
return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES);
}
ENDCG
}
// ---- Blur pass
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _CameraDepthNormalsTexture);
return o;
}
sampler2D _SSAO;
float3 _TexelOffsetScale;
inline half CheckSame (half4 n, half4 nn)
{
// difference in normals
half2 diff = abs(n.xy - nn.xy);
half sn = (diff.x + diff.y) < 0.1;
// difference in depth
float z = DecodeFloatRG (n.zw);
float zz = DecodeFloatRG (nn.zw);
float zdiff = abs(z-zz) * _ProjectionParams.z;
half sz = zdiff < 0.2;
return sn * sz;
}
half4 frag( v2f i ) : SV_Target
{
#define NUM_BLUR_SAMPLES 4
float2 o = _TexelOffsetScale.xy;
half sum = tex2D(_SSAO, i.uv).r * (NUM_BLUR_SAMPLES + 1);
half denom = NUM_BLUR_SAMPLES + 1;
half4 geom = tex2D (_CameraDepthNormalsTexture, i.uv);
for (int s = 0; s < NUM_BLUR_SAMPLES; ++s)
{
float2 nuv = i.uv + o * (s+1);
half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy);
half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom);
sum += tex2D (_SSAO, nuv.xy).r * coef;
denom += coef;
}
for (int s = 0; s < NUM_BLUR_SAMPLES; ++s)
{
float2 nuv = i.uv - o * (s+1);
half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy);
half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom);
sum += tex2D (_SSAO, nuv.xy).r * coef;
denom += coef;
}
return sum / denom;
}
ENDCG
}
// ---- Composite pass
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv[2] : TEXCOORD0;
};
sampler2D _MainTex;
half4 _MainTex_ST;
sampler2D _SSAO;
half4 _SSAO_ST;
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord), _MainTex_ST);
o.uv[1] = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE1, v.texcoord), _SSAO_ST);
return o;
}
half4 frag( v2f i ) : SV_Target
{
half4 c = tex2D (_MainTex, i.uv[0]);
half ao = tex2D (_SSAO, i.uv[1]).r;
ao = pow (ao, _Params.w);
c.rgb *= ao;
return c;
}
ENDCG
}
}
Fallback off
}